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Posted May 18, 2007 at 08:41AM by Ryan A. Listed in: Homebrew Games Tags: Neoflash, Revision A, Grimfate126, Abhoth
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Space Escape was coded by Grimfate126 - Image 1 Space Escape was coded by Grimfate126 - Image 2 Space Escape was coded by Grimfate126 - Image 3 


Homebrew developer Grimfate126">Grimfate126 dropped by QJ.Net PSP forums today and released a new version of pet game Space Escape. The first version of this creation was actually an entry to the recent NeoFlash Spring Coding Competition and as such, we could say that a lot of hard work and dedication was put into it.

Anyway, Space Escape is basically a space shooter and the objective is to stay alive as long as possible in an asteroid belt. Don't go looking for enemy spacecrafts because the asteroids themselves are sometimes already too much to handle. The changes to Space Escape Revision A are as follows:
  • Fixed some text alignment issues in the menu. (the text wasn't going at a 45 degree angle)
  • Added a new backdrop. A particle effect. (look at the pictures to see it)
  • Added ability to return to the main menu from gameplay. (couldnt do that before.
  • Added a speed limit. Once it gets to a very fast speed, it stops increasing, and all your stats get halved. Meaning, when you get a bullet powerup, the bar only gets half-full. Same with the shield. And the multipliers only last 15 seconds, unless you pick-up another one.
  • Added a new "feature". Powerup "cages" are transparent if you have to shield, just as a warning. Also, if you shield is low, they blink. (transparent, then solid)
Aside from Grimfate126, coder InsertWittyName was also involved with this project. The music for the game was added by Abhoth.

Download: Space Escape Revision A
View: QJ PSP Development Forum

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Posted May 13, 2007 at 12:51AM by Victor B. Listed in: Homebrew Applications, Homebrew Development Tags: Lua, Grimfate126, daaa57150
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One of Grimfate126's test pngs. - Image 1If you're a coder, then you've probably spent some time tinkering with Daaa57150's AnimLib modifications in an attempt to animate sprites for your own purposes. Why not go back to the original, however, with this new update for Lua Animation Lib by Grimfate126?

Grimfate126 has released Lua Animation Lib version 4.5 (AnimLib v4.5), which fixes some persistent problems in the previous version. There are also a couple of changes that will definitely help coders out and speed up their work. Let's see what Grimfate126 himself has to say about the release via his changelog:

Fixed:

  • Found a major flaw in sprite sheet animation blitting. The problem was, the lib calculated the width to height ratio in the blit function, when it should have been done in the loading function. It works both ways, but doing it the the blitting function meant that the lib was dividing (with is a costly calculation) every frame unnecessarily. I fixed it so that it calculates only once, in the loading function. This should provide a MASSIVE speed-up when using sprite sheets.
Changed:
  • Ive gotten rid of advanceBlit, since it was just taking up stack memory, and added the loop functionality in the normal blit function. The new blit functions is like this:
    • Code: function ANIM:blit(x, y, delay, numLoops)
          so just add the number of loops at the end. If the space is left blank, then the animation will continue
          forever.
  • The anim loading function has also been modified. Just the order of arguments, since the order in v4 was rather peculiar. The loading function is now:
    • Code: function ANIM.new(header, extension, frames, where)
Responses on our forums seem to be quite positive so give it a try, alright? Enjoy!

Download: AnimLib v4.5
Visit: PSP Development Forums

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Posted May 03, 2007 at 08:22AM by Ryan A. Listed in: Homebrew Applications Tags: Lua, Grimfate126, daaa57150
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Daaa's animlib v4 mod v0.3 - Image 1This next one should be useful for those who are just learning to code in Lua. Homebrew developer daaa57150 dropped by QJ.Net Forums and updated his own take on animlib v4. Take note that the original animation library was first coded by Grimfate126. Animlib lets users create animations based on multiple images and spritesheets.

The developer also mentioned that he is currently creating a game using this very same library. If you seriously want to learn Lua coding using Daaa's animlib v4, you better get this new version because a couple of important things have been added. The complete changelog reads:
  • Added fps counter on the demo
  • Corrected a bug in ANIM:blit()
  • Added pixel() and save() methods so now you have all the getter methods existing on images
  • Optimized spriteSheet animations (no more calculations on blit)
  • Corrected a copy/paste bug in setMaxLoops() for spriteSheets
  • Added frameChanged() method
Daaa's animlib v4 mod v0.3 comes with a comprehensive Readme file where you can learn about important stuff and reminders from the coder. Don't forget to browse through it first before using this.

Download: Daaa's animlib v4 mod v0.3
View: QJ PSP Development Forum

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Posted Apr 18, 2007 at 01:58AM by Karl B. Listed in: Homebrew Development Tags: Lua, Grimfate126, daaa57150
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Sony PSP - Image 1


You guys remember Grimfate126's Lua animation library, animLib? Daaa (daaa57150 on our forums) has released his own mod of Grimfate's original lib over on our PSP Development forums. First of all, both this mod and the original app lets homebrew devs create animations easily using spritesheets. Perfect for those who are just starting out on Lua coding.

Here are a few examples of what daaa has added/changed in this mod:
  • No more distinction between spritesheets and multiple images animations, except during creation of course. This allows you to have tables with a mix of the 2 kinds, and calling the exact same function on all items without caring anymore.
  • Loops limitation and speed are set during construction, and not parameterized during blitting. This can be altered with setter methods on the object. So there is no more advancedBlit().
  • Blit functions require a target, usually you'll do it on the 'screen' var but you may want to blit it on an image, so it's possible now.
  • I removed garbage collection from the library, you'll have to call it when appropriate. This is so it's not called multiple times in a freeing loop for example.
  • Images used in animations are buffered, so if you have many animations based on the same images, they won't be loaded as many times as you have animations, but will be shared amongst them. There are also some memory functions to allow you to prebuffer the images you'll need, and ask them to stay in memory even if no more animation uses them. This will allow you to create an animation based on them later, without loading. By default, they are shared but will be unloaded once no animation need them anymore.
  • Animations don't start automatically, you'll have to call the start method.
This is the first release. As such, there are still a few bugs here and there. To report them, discuss this release on our PSP Development forums by clicking on the "visit" link below. Also, don't forget to read the extensive readme included in the download. You'll get a lot of answers there as it contains explanations for pretty much everything in this app.



Daaa's just released a new version of his animLib mod on our forums. This version, 0.2, now includes two more helpful functions: width() and height(). According to daaa, these new functions will help you "smoothly replace your images in your code." You can download v0.2 below.

Download: Daaa's animLib v4 mod v0.2
Download: Daaa's animLib v4 mod v0.1
Visit: PSP Development forums

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Posted Mar 19, 2007 at 01:24PM by Ryan A. Listed in: Homebrew Games Tags: Grimfate126, Insert_Witty_Name, Abhoth
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Space Escape is an entry to NeoFlash's Spring Coding Competition 2007 - Image 1Space Escape is an entry to NeoFlash's Spring Coding Competition 2007 - Image 2Space Escape is an entry to NeoFlash's Spring Coding Competition 2007 - Image 3


And so NeoFlash's Spring Coding Competition 2007 begins. We believe that you are all excited about this event as it's sure to provide all of us a helluva lot of quality homebrew games. For our first stop, we take a look at Space Escape.

Basically, the aim of this space shooter homebrew game is for players to survive as long as they can in a dangerous asteroid field. As the name of the game suggests, there are no real enemies here except for the asteroids themselves. Your ship is equipped with three different kinds of laser that can be activated depending on your level.

The game also has a system of power-ups which allows you to refill the charge of either your shield or your fire power. There's another power-up that adds a multiplier to your points, if you're the type of player who is concerned with scoring high in games. As for graphics and interface, we are hands down. We have to say, Space Escape is a strong contender.

Anyway, the controls for the game, alongside other pertinent game details, can be found inside the readme file so be sure to browse through that carefully. But to give you guys a head start, here's a video clip showing Space Escape in all its glorious beauty.

Space Escape was mainly created by homebrew developers Grimfate126 and InsertWittyName. The music was provided by Abhoth.

Download: Space Escape

The video follows after the jump!

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Posted Dec 28, 2006 at 01:31PM by Jake DeTommaso Listed in: Homebrew Games Tags: Japan, Grimfate126, Vermillion, Highsight
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PSPOmok


One of the most highly addictive game genres are puzzles. You gotta admit, the gameplay is real basic, yet there's just something about puzzles that holds our attention at deadlock.

To further aggravate this welcome addiction of ours, Highsight has just informed us via our forums about his homebrew puzzle game PSPOmok, which he describes as a "much cooler Tic-Tac-Toe from Japan." The basic objective of the game is to arrange five pieces to go diagonal, horizontal, or vertical.

Current game features include Player vs Player games, a 15x15 grid of pure puzzling fun, and - the cool part - customizable pieces and boards. We know you're curious as to how this can be done so let's get to the how-to's now, shall we?

Make your own Pieces:
  • Make a Directory named "Piece" (without the quotes).
  • Replace with the highest number of pieces already made. (Example: if there is a folder named "Piece3", your folder must be named "Piece4".) If the folders are not in linear order, your new piece will not show up.
  • Within the new directory, you will need to put the piece in there.  The Piece's name has to be Piece1.png and 15x15.
  • Then, make a text file named Piece.txt, in the folder, it must say "frames = <# of frames>" (without the quotes) and "delay =
Make your own Boards:
  • Make a directory named "Board" and Within this folder, you need a few files: Board1.png (not animated yet), DrawGame.png, Player1Wins.png, Player2Wins.png, Selector1.png (animated), Selector.txt, Turn1.png (animated) and Turn.txt.
  • If you want to make the Selector or the Turn Marker animated, you have to do it the same way you would do the Pieces. And make sure that when you make the board, the grid part of the image should start at 8x6, and end at 260x262, with 16x16 intervals. Otherwise the Pieces won't be aligned.
  • Also, the Player 1 Pieces Preview starts on 325x44 and ends on 339x58, and the Player 2 Pieces Preview starts on 417x44 and ends on 431x58.
Highsight says that he's yet to add AI, WiFi (Infrastructure) games, and animated boards so while we wait for that, why don't ya check out this version first, see if you'll like it. Highsight would also like to give kudos to Vermillion, Grimfate126, and Omok for being his "inspiration" for this game.

Oh, make sure you check out the readme, alrighty?

Download: [PSPOmok]
Discuss: [Forum release thread]

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Posted Dec 23, 2006 at 08:58AM by Alaric S. Listed in: Homebrew Applications Tags: Lua, Christmas, Grimfate126
Ó

Lua Animation Lib


It's two nights before Christmas and all through the house not a homebrew developer was stirring except Grimfate126. The generous guy has released the fourth installment of his Lua Animation Lib as his present for all Lua developers. This app helps users understand the ins and outs of Lua animations for the PSP.

According to Grimfate126 Lua Animation Lib v4 not only supports ALL spite sheets, he swears "Loading sprite sheets with this version is SOOOOOOOOO easy. I cannot emphasize this enough. Actually i can. ITS REALLLLY EASY!"

Aside from being easy it also has the following new functions:
  • function SS.new(header, extension, nWidth, nHeight, where) - loads a new animation, REALLY EASY.
  • function SS:blit(x, y, delay) - blits a current sprite sheet. EVEN EASIER.
  • function SS:advancedBlit(x, y, delay, numLoops) - same as SS:blit() but adds a loop functionality
  • function SS:pause() - pauses the sprite sheet
  • function SS:resume() - resumes the sprite sheet
  • function SS:reset() - resets the sprite sheet
  • function SS:free() - frees the sprite sheet from memory
  • function SS:resetLoop() - resets loop number, you should call this every time after you use the SS:advancedBLit() function
  • function SS:getTime() - returns the current timer time
  • function SS:getRow() - returns the current row of the animation (not really needed)
  • function SS:getColumn() - returns the current column of the animation (not really needed)
  • function SS:getLoops() - returns the number of lops the animation has made. (only if you're using the advancedBLit function)
Here's a couple of important notes from the enthusiastic developer. When loading a sprite sheet, you have to call it blah = SS.new(whatever) and not blah = ANIM.new(whatever).

He recommends reading the tutorial in the readme file before using this lib. We couldn't have said it better.

Download: [Lua Animation Lib v4]
Discuss: [Forum Release Thread]

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Posted Nov 10, 2006 at 11:15AM by Myra M. Listed in: Homebrew Applications Tags: Lua, Grimfate126
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Lua Animation LibThere's nothing like keeping the homebrew scene going by teaching PSP homebrew newbies the "tricks of the trade." Any tutorial of some sort is always welcome in the community. After all, that newbie dev may someday actually crack the latest firmware thanks to your help.

Anyway, Grimfate 126 has a tutorial of his own, Lua Animation Lib, which as you may have guessed, teaches users the ins and outs of Lua animations for the PSP. Now, version three was just released, and it's got loads of new functions to boot:

Function List:
  • function ANIM.new(frames, header, extension, where): loads a new animation
  • function ANIM:blit(x, y, delay): blits an animation
  • function ANIM:pause(): pauses the animation
  • function ANIM:resume(): resumes the animation
  • function ANIM:reset(num):  resets the animation (brings it back to the frame you want, which is what "num" means)
  • function ANIM:advancedBlit(x, y, delay, numloops): same as ANIM:blit() but adds a loop functionality
  • function ANIM:getTime():  returns the current timer time
  • function ANIM:getFrame(): returns the current frame of the animation
  • function ANIM:getLoops(): returns how many loops the animation has made.
Download: [Lua Animation Lib v3]
Discuss: [Forum Release Thread]

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Posted Oct 18, 2006 at 05:21PM by Rio S. Listed in: Homebrew Games Tags: Grimfate126
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assault1 - Image 1 assault1 - Image 2 


More like an Open Source project but dedicated solely for the PSP, Grimfate126 has given you guys the "go" signal to pitch in your comments and suggestions regarding the latest update on his 'brew, Assault One, which is now going 3D! Everyone's excited to get this baby going. Coding-wise, the camera movement and player movement are wrapped up, the sound, md2 loading, and bullet firing have made it halfway and a little past, but the map, collision, multiplayer, and menus are still in the early stages of development.

Assault One, for those who haven't checked out the earlier beta versions, is an FPS that has evolved towards thanks to Grimfate 126's team (with nexis2600). It's now going to be released as a full-fledged 3D game, coded fully in C, with multiplayer guns and infrastructure, and md2 models. Grimfate 126 will change the settings if you have legit reasons why

Controls will basically resemble those you use in Halo:
  • Analog - move into and out of the screen
  • button-pad - rotate camera
  • R1 - fire
  • L1 - switch weapons
  • Select - pause
  • Start - eat cheese (lol, jk)
  • D-pad - nothing yet
Hopefully Assault One makes it to the QJ forums and straight into your PSPs soon. As for now, your comments are most welcome so click on the forum release thread link below and let us hear about it!

Discuss: [Forum Release Thread]

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Posted Sep 11, 2006 at 10:29AM by Anna S. Listed in: Homebrew Development Tags: Grimfate126
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X Cannon


Grimfate126 puts his own spin in the classic carnage that is Kitten Cannon by Dan Fleming of Burstfilms. Gameplay is simple. You're basically in command of a high tech cannon with a fuzzy furball as ammo. Position the cannon's trajectory, launch it, and watch how long (or more appropriately, how far) the kitty will survive the deadly obstacle, lined with bombs, trampolines, spikes, and kitten-eating Venus fly traps.

You're probably wondering how Grimfate126 can make this game anymore brutally perfect than it already is, right? He says in his version, coded in C, you can actually make your own maps, edit each and every picture and the QJ crew's personal favorite, you can change the kitten ammo into anything or anybody you want. You can start doing your best Dr. Evil impersonation now.

Progress Report
  • basic stuff - 75% I've got rotation and map scrolling implemented. Thanks to OSlib!
  • physics - 20% gravity is done, but the bounce function..umm yea.
  • menu - 5% i suck at gfx so yea.
  • in-game gfx - 0% i have some basic sprites to test but i need MUCH better ones.
As you can see, he's run into a graphics fix and if you want to get your hands on this game ASAP, better lend a helping hand. He's looking for a dedicated "gfx-er," someone that will not pull a disappearing act on him. If you land the gig, you'll be in charge of making sprites and some menu graphics. Also, he's in need of foley artist that can make sounds like (borrowing his words) 'squish' 'boom' and some background music.

If you're sold in the idea, then give him a buzz and be part of the team that's going to make the game that will make the American Society for the Prevention of Cruelty to Animals cringe.

Discuss: [Forum Release Thread]

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